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raptor 6 actual

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Posts posted by raptor 6 actual


  1. Yes, I'm using the A-10A from the sample models, But I did recreate the cockpit from the ground up, and made changes to the outside of the A-10 to convert it to a A-10C.

    Yes, Peral DID put a lot of work into what he's got in-game as of now. I only meant that anyone could've taken on the A-10A, or any other sample model and complete this higher level of interactivity. It would be nice to see more people take the initiative and help makers such as Peral, NodUnit, Franze and Enricksolt convert old sample models into more in-depth type of vehicles to help BIS out.


  2. Peral DIDN'T create the A-10 from the ground up, it's there in the ArmA sample models pack that has been around for a few years. But, you are correct in the fact that you need to have the .p3d model to create memory points which allow you to fetch data as to where your character's center point of view is looking at. In most cases, the models inside of vehicles and cockpits don't have anything other than a .paa image to simulate a panel with instruments. Therefore, people have to go into the cockpit section and create physical switches, knobs, etc.

    I believe someone just released a tutorial on an almost step by step process on creating a "clickable" cockpit in the ArmA 3 Editing: Config and Scripting section.


  3. @K_Evers- How is that question any different than "when will it be released?" which is considered spam on the forums. The obvious reply will be that "it's ready when it's ready." You're not the only one I've seen ask that question in different forms. Peral is working day and night on the A-10....and so are the guys over at Stiltman's thread. You've got to understand that even if it looks like it's in a nearly releasable state, that there are always things that need to be worked out. So stop asking pls.


  4. I'm lost I guess. So, the "Realistic" part of your title isn't really that if you're going for the "quick check." As a medic, yeah, I can take a fast look out the window of the ambulance and perhaps assume that the people laying out on the highway are "unconscious." But they can also be dead. I'm not following on what the premise is behind it all. In the CMS mod, people actually have to run up and check the airway, pulse, respirations and response level to determine what Triage priority they are. Even there, we can jump off the helo and say, "I have three people down," by seeing that they are laying in the dead prone animation or the unconscious animation set by BI. IMO, the quick check is a cheat. IRL, if you don't actually go and check each patient, you're not being a very good medic and not serving those in need properly. A huge dis-service to those we are there to protect and treat.


  5. Thank you ceeeb for that. I am new to scripting, can I ask you to break this down in a "retard" mode for myself? For instance, when looking at the BIS wiki windStr states this:

    Description

    Description:Returns the current wind strength.

    Syntax

    Syntax: windStr Return Value: Number

    Where did you find out that you could use "wind select 0" and "wind select 1?"

    Seeing as how there was no example given on the wiki, I never new that windStr returned two arguments back to it's array. Another question, is why multiply wind select 0 by wind select 0, so on and so forth?

    I apologize in advance, but the sooner I start understanding this, I'll be able to return my findings in other areas of the weather system variables. Thanks so much.

    -------Edit Post-----------------------------------------------------------------------------------------------------------------------------------------

    Again, thanks for the script, it works perfectly ingame. Will await a response pertaining to where you came up with the calculation. I've even gone as far as looking on Wikipedia, but maybe I overlooked that particular formula if it's on there. I'm currently working on using the windStr to factor it into things such as crosswind component, head/tail wind, etc. I will keep everyone informed as I get results back.


  6. From a quick test, it looks like it is the general value of the wind strength, on the scale 0-1 (as with overcast, rain, fog etc). It has no units.

    If not set manually in the editor, auto inherits the current overcast value. If set manually, it works in the same way the overcast sliders affect the overcast value (linear transition from Start to Forecasted over about 30-45 mins)

    While the returned wind array varies erratically moment to moment, think of windStr is the general wind strength. I can't really see any a direct use for it in the game, other than making a custom wind script.

    @Goblin- will PM you when I get more info

    @ceeeb- I understand the values being from 0-1. But, I was curious as to how fast 0.01 is in relation to real life. When I first started running the script, I was thinking it was saying 0.01 mph, but then realized when I set the slider to 100, it returned a speed of 1, and that's when I realized I needed a reference to match those values to real world speeds.


  7. I'm trying to see if anyone has detailed information pertaining to what scale the wind is based upon. Thus far, I'm using a small script to return the wind to me in a hint. It's working fine, using this line of code:

    _windSpeed = windStr;

    In the in-game weather/date dialog in the editor, I changed Wind from "AUTO" to "Manual" and started playing around with the range from 1 to 100. Obviously, no wind == 0.0, and 100 on the wind scale slider == 1. Therefore, if 1 is set on the slider, the windStr == 0.01, set it to 12 and windStr == 0.12, so on and so forth. But the main question is, what speed in KPH or MPH does this all equate to? I've looked at other peoples' threads and to no avail. Even the BIS wiki doesn't really help in these matters. If the slider is set to 100 and the windStr == 1, it doesn't feel like 100mph in-game. You basically just stand there and you MIGHT hear the wind blowing by louder, but that's it.

    Any thoughts or extra info on this so we can expand the wiki and my personal knowledge bank?

    Thanks


  8. Seems like there is only one small portion missing to enable this to be MP compatible. I looked at the first query/check where it checks to see if it's a server or dedicated server. Since I'm still trying to understand the scripting concept, I don't know if this is the correct direction to go with it.

    diverstats.sqf

    if (isServer && !isDedicated) then...

    Other than that, we can only hope that the author will resurface and help us out some with this spectacular script.


  9. I was interested in making some guidons as static objects. Not only would it require re-sizing them, but in some cases, modifying the shape of them. I'm not sure where to find the .rtm that makes them sway in the wind, but as far as the flag .p3d, you should be able to find them in the ArmA Sample Environment models here

    They're found at ARMA_SampleModelsEnvironmentOther\misc\flags.p3d or flag_stozar.p3d I believe.

    Good Luck

    • Like 1

  10. Back in A2, my friend and I converted the MSO package over to the Unsung's South East Asia map with appropriate era men and vehicles. We set up a Firebase up at a special forces camp, manned the MG posts with AI, and after a few hours of gameplay, we signed off. A day later, when we signed on again, in said Firebase, we were taken aback by the fact that our once secure FB, was now in the hands of the Vietcong along with all of our previously AI friendly MG nests. Talk about a "Charlie being in the wire!" situation....we were definitely in the shit if you know what I mean.

    The reason for the recollection is the fact that if ALiVE is anywhere near the setup that MSO was, and the amount of enjoyment we had out in the jungle fighting groups that were actually pursing us, I think this is going to suppress 99% of the issues I've quietly complained about in A3. Kudos to the ALiVE team. Hope to try it out soon.

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